carthick Posted January 22, 2021 Share Posted January 22, 2021 i have a mesh and a number of points(on the surface) . i use xyzdist to get the closest prim and uv . how do i use this information and pin the points on a deforming geo ? thanks in advance. test file <pin2geo.hipnc > Quote Link to comment Share on other sites More sharing options...
ryew Posted January 22, 2021 Share Posted January 22, 2021 (edited) Unless your geometry topology will be changing across the framerange, any reason not to just use a rest position for the points as is typically done when sticking points to geo? (https://www.tokeru.com/cgwiki/index.php?title=Rest_Attrib) Edited January 22, 2021 by ryew Additional resource info Quote Link to comment Share on other sites More sharing options...
carthick Posted January 22, 2021 Author Share Posted January 22, 2021 (edited) 8 hours ago, ryew said: Unless your geometry topology will be changing across the framerange, any reason not to just use a rest position for the points as is typically done when sticking points to geo? (https://www.tokeru.com/cgwiki/index.php?title=Rest_Attrib) hey Ryew ! thanks for the idea using rest sop.. checked the tokeru page. and tried out the rest sop. but looks like it only saves the world position , I need to lock the points on the surface geometry( like follicles in maya, they are like rivets on the surface constrained by u and v . the rotate rest fails just when i move the points away from the origin and rotate it. thanks for the reply ! Edited January 23, 2021 by carthick typo Quote Link to comment Share on other sites More sharing options...
Ultraman Posted January 23, 2021 Share Posted January 23, 2021 like this ? also you can use point deform is have more option pin3geo.hipnc Quote Link to comment Share on other sites More sharing options...
KarlRichter Posted January 24, 2021 Share Posted January 24, 2021 you can use the "attribute interpolate" SOP, or the "primitive attribute" vop to do what you want. Quote Link to comment Share on other sites More sharing options...
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